Monthly Archives: May 2016

Hey all! I’m deeply embroiled in board games today at Geekway to the West but through the magic of computers I’m speaking to you about yet another excellent Kickstarter run! This time it’s something most assuredly a bit more “indy”. Speaking of Kickstarters though, the Acadecon 2016 Kickstarter has run its course…and FULLY FUNDED! So I will hopefully see you in November. If you missed the Kickstarter have no fear, you can still get a badge and attend. Just head over to the website and buy one. It’s also a good place to check out details for Dayton, look up hotel rooms, check the special guests, and even the schedule of events.*

The Murders and Acquisitions RPG comes to us from Craig Cambell, you may have seen some of his work as a freelancer for various RPGs like D&D, Iron Kingdoms, or Gamma World. M&A RPG is his first foray into publishing his own work. The setting for the system is a high octane world of business where climbing that corporate ladder might entail some very devious and deadly means. In the world of M&A RPG such things aren’t frowned upon, but championed. As long as you aren’t sloppy and get caught that is!

The system provide for quick character creation and a bevy of unique skills beyond your usual fare that utilize dice. The game really plays up the corporate structure with the skills available (i.e. Loss Mitigation ~ The ability to cover your trail). To determine your ability with these skills you’d associate a specific die with each skill, somewhat like you would in another favorite RPG of mine Savage Worlds, each skill ends up having some associated Areas of Expertise that can add some helpful perks to your skill rolls by allowing for re-rolls on failures. Your character starts the game with Employment Objectives that they attempt to succeed on too. With that, and very few other items I left out you have a character. Reading through I can easily see how quick the process can end up being.

The concept of M&A RPG and the simplicity of the system has me hooked. Especially because my day job has me well within the corporate world. The idea of being a truly crazed go-geter has me smiling. You should really try to get your hands on this unique entry into the RPG world, and the Kickstarter currently running will provide the perfect avenue for that.

The game is already funded, even unlocking their first Stretch Goal, so you needn’t concern yourself that the game will never get made. The money for the project goes to pay for some refined artwork and to help fund some additional layout and editorial work. Having seen their product sample I can say that any extra attention to detail will only serve to polish an already solid product.

BACKER LEVELS OF NOTE

HIRED ~ $15
This is the level you back at to get a pdf copy of the game, stretch goals, and any supporting pdfs. A great entry point.

FULL BENEFITS ~ $20 (best value)
You get everything from the HIRED level but also access to one “print on demand” copy from Drive Thru RPG

I’d like to congratulate Mr. Cambell on his successful Kickstarter and simply state that you should get in there and back it while you can!

*Hey guys! Melvin here. So, the Acadecon 2016 Kickstarter has run its course…and FULLY FUNDED! So I will hopefully see you in November. If you missed the Kickstarter have no fear, you can still get a badge and attend. Just head over to the website and buy one. It’s also a good place to check out details for Dayton, look up hotel rooms, check the special guests, and even the schedule of events.*

Burning Games is back on the scene after successfully funding their 2015 Kickstarter run for FAITH: The Sci-Fi RPG. FAITH Core is one of the best example of blending your standard Tabletop RPG with board game elements like decks of cards and card stock character sheets. This time they are attempting to fund a Starter Set and full campaign path for FAITH named A Garden in Hell.

Typically I start plugging Kickstarters I like day one but I took a measured approach to this one because I had a good feeling from the start that they’d hit their fund mark easily. I’m most likely not wrong either. With 23 days to go they already sit at 87% funded, more likely a “when are they going to fund” than an “if” at this point. Given the quality of the parent system, check out my unboxing video for more on that, I have no doubt that A Garden in Hell will be one solid game. A perfect addition to someone’s library of games that wants an intro into this system for their players.

This new addition to the FAITH line isn’t just a Starter Set for those new to the game, it comes packed with new content so those who already own FAITH: The Sci-Fi RPG are by no means left out.

Items like:

I had the opportunity to see a preview copy of the actual Campaign book. The 30 pages previewed were detailed and helped explain gameplay well. Not to mention filled with the excellent artwork I’ve come to expect from Burning Games.

BACKER LEVELS OF NOTE(all prices are originally in Euros):

Skilled Gardner $33 ~ This is the first level that gets you a copy of the game, in addition to some preceding digital items. I like it because it creates a cheaper selection for a physical copy by removing any stretch goal rewards.

Relic Harvester $56 ~ Here’s the best choice for those truly interested in the game. You get a physical copy, all the digital items preceding, a comic book explaining the basic rules, and the RELIC stretch goals

There were some backer levels that got you a copy of the core game but those got snatched up pretty quick! Who knows, maybe a few more might open up. Keep tabs.

Please do yourself a favor and check out this excellent game system with A Garden in Hell!

*Hey guys! Melvin here. Please remember that there is still time to head over to the Acadecon 2016 Kickstarter to get your badge to meet me, and plenty of even cooler people, in Ohio this November! Can’t make the trip? Grab four friends and pick up a virtual game run by myself or one of the other special GMs available!*

Curse of Strahd is the newest Adventure Path out from Wizards of the Coast, this time in partnership with the original minds behind the iconic vampire lord, Tracy & Laura Hickman. Essentially an updated, and certainly expanded, version of the I6 adventure “Ravenloft”, Curse of Strahd hits the nostalgia levels on all points. If you have a place in your heart for this compelling story of love, despair, and jealousy (mixed with truly unnerving supernatural mystery) you’ll certainly enjoy the update. So if you’ve never had the chance to experience I6, or maybe you have and feel compelled to run the game this book is for you! Those content to merely play the game? I can’t see a compelling reason you’d ever pick up this book beyond enjoying a well crafted product for Dungeon Masters.

If you’ve never had a chance to delve into the world of Ravenloft, or have never met its ultimate baddie Strahd von Zarovich, your players’ characters will be introduced to a cursed realm. The terrified populace of Barovia cowers under Strahd and the dark monstrosities that roam nightly to keep all in check. The adventurers will find themselves ensnared by whatever curses the place, and even more horrifying they will discover that the vampire lord himself takes pleasure in their vain attempts. He knows they are there, he fears them not, and he delights in orchestrating their demise. Their only hope is to take heed of the warnings issued by a mysterious fortune teller, and hopefully discover the means to put Strahd down.

Curse of Strahd is gorgeously laid out, has fantastic artwork, and really expands on the original module without taking anything away. I feel like a Dungeon Master would have some real fun running this game for their table. They’ll find the book easy to navigate and will likely find some perverse joy at throwing the supernatural threats within at the player characters. I simply love the eerie feeling to the adventure. I feel the best part of this book is the attention to detail reserved to mapping the adventure. Strahd’s castle is a crazy 45 pages worth of content! I’d also like to point out that many of the encounters within could easily be remapped for use outside of this adventure path. The organization of the book can’t be lauded enough (I think this is roughly the third time I’ve mentioned this fact).

Your players will need certain details (location of a powerful weapon, symbols of power, etc.) before they can finally attack the dreaded lord of the realm and that is where fortune telling and a chance meeting with Madam Eva and her Taroka Deck. The work done to bring the Taroka Deck into the game is great. It randomizes every delve into Curse of Strahd, thus ensuring this Adventure Path actually has what few Pre-Written adventure do, a replay value. I’ve had a chance to see the actual Taroka Deck put out by Wizards of the Coast and it would be an excellent companion purchase with Curse of Strahd. The deck adds something special to the game, and comes with rules for its own card game. Don’t despair though, a standard deck of cards will suffice.

My only complaint is what I alluded to in my introduction. There’s nothing in this book for players beyond one background (Haunted One), a new pack (Monster Hunter’s Pack), and some new “Gothic” trinkets. The Haunted One background is a very well crafted and fits the scene well but man is that a thin offering for a book tied to the Ravenloft Campaign setting. There are a vast quantity of races, classes, and other character options out there to bring to 5e but this book has none of it. My only hope is that we get something Ravenloft specific down the line to explain the absence here.

If you’re a Dumgeon Master looking to bring some Gothic horror to your 5e D&D table, this is most certainly the place to go. I highly suggest picking it up. Another quality entry into 5e’s Adventure Path line.

From Ember Design Studios LLC. author Lucas Curell, The Song of Aracos is considered to be a companion piece to Curse of Strahd that takes a paragraph from the introduction in CoS, written by Tracy Hickman, to heart…

“Strahd isn’t a villain who remains out of sight until the final scene. Far from it – he travels as he desires to any place in his realm or his castle, and (from his perspective) the more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter…”

— Curse of Strahd pg 10

The adventure is a ghost story, written for five characters of 6th-level and centers on a child’s struggle to reunite with her mother. After an introductory piece of fiction, that perfectly fits the Ravenloft flair I love, the adventure starts right out of the gate with some action with an encounter that makes pulling the players into the story-line easy for the DM. From there the players are led down the rabbit hole of helping not only another man recently trapped in Strahd’s realm but a spirit in need of respite. The trouble is, Strahd is well aware of the character’s movements and of those who seek their aid, and he is not one to lay dormant as the playthings in his interest make their moves.

Curell weaves elements of the main Adventure Path into his adventure with deftness, you’ll never feel that your playing through something not of WotC’s make. He even includes the randomization of the Taroka Deck. The setting, and NPCs involved all fit perfectly with Strahd just as terrifying as ever. Adding in a win and lose circumstance for the players matches up well with the way such things are handled within the actual Adventure Path. I especially like the potential rewards that players can obtain from doing well.

In my opinion this is a must have for anyone planning to run Curse of Strahd for their table, though it can be used as a stand alone adventure. Honestly, it’s a perfect example of what a great idea it was for Wizards of the Coast to open up their content for talented creators through the Dungeon Master’s Guild. Head on over and pick it up!